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JJ2+ v5.12 (last updated 20 August, 2023)

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Aug 4, 2014, 03:02 AM
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Originally Posted by XxMoNsTeRXM View Post
I saw a red rabbit in the picture, who else saw it? I guess that's the JJ1 Spaz?
I also saw it, but my guess, that is splitscreen play mode of JJ1(like a Local play splitscreen in JJ2)
look at that double HUD.

P.S.
then..
JJ2 - horizontal split.
JJ1 - vertical split(?).
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Aug 4, 2014, 07:49 AM
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Originally Posted by Louis K View Post
JJ2 - horizontal split.
JJ1 - vertical split(?).
JJ2 supports vertical split, but it's toggled by a byte in the level file instead of an ingame setting.
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Aug 5, 2014, 12:35 PM
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I can't wait to see all the new features in action!
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Aug 5, 2014, 11:23 PM
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Originally Posted by Louis K View Post
I also saw it, but my guess, that is splitscreen play mode of JJ1(like a Local play splitscreen in JJ2)
look at that double HUD.

P.S.
then..
JJ2 - horizontal split.
JJ1 - vertical split(?).
Oh... now I see, so it's splitscreen mode. It's vertical, in JJ2 is horizontal, but if you make your level in jj2 you can toggle how the splitscreen to be, horizontal or vertical.
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Aug 8, 2014, 12:05 AM
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I got an idea for JJ2+, can you add to display hearts above the player's name in Multiplayer, and you can enable or disable that?
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That would seriously impact how most multiplayer matches are played. It can be done in a .j2as pretty trivially, but I don't think it's something we'd want to put in the game proper, even as an option.

(We're considering whether we want to find some way of indicating that another player is currently chatting, though, in case people have strong feelings about honor and chat kills. No decision yet.)
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Originally Posted by Violet CLM View Post
in case people have strong feelings about honor and chat kills.

Worf approves.
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Last edited by Love & Thunder; Aug 8, 2014 at 12:48 AM. Reason: Smaller image. I preferred the previous one, but it was way too big.
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Aug 8, 2014, 02:39 AM
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Originally Posted by Violet CLM View Post
That would seriously impact how most multiplayer matches are played. It can be done in a .j2as pretty trivially, but I don't think it's something we'd want to put in the game proper, even as an option.

(We're considering whether we want to find some way of indicating that another player is currently chatting, though, in case people have strong feelings about honor and chat kills. No decision yet.)
I tried to do it in j2as, but... when another player joins it crashes. I tried it. I started the server, then I opened another JJ2 Client and joined with that player about 4 times, and it crashed every time I joined.
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Oct 29, 2014, 05:19 AM
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Hi! I have a simple question. How exactly do I use my mouse for aiming? I have it enabled in the Plus options, but I still cannot aim with my mouse? I also see that you can setup mouse binds, but they don't actually work? For example, I cannot fire with my mouse even though it is bound properly? It's like the game doesn't see my mouse at all.

I use version 1.23 + the latest Plus version

Thanks for the help
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Oct 29, 2014, 08:47 AM
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In Single Player mode, mouse aiming is enabled only in levels that allow it.
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Oct 29, 2014, 09:20 AM
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Ah, okay, thanks for the reply.
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happy update anniversary
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Oct 31, 2014, 01:12 AM
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Here's an idea, pardon if it's stupid, but why not add MUCH more letters to jj2, such as arabic, chinese, or cyrilic, perhaps? If someone's able to draw them, that is.
Also, I would be happy to see letters like Đ,Č,Ć and Ž
БГДЂЖЗИЉЊПЋУФЦЧџШ, and much much more
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Oct 31, 2014, 01:23 AM
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That's in the plans (sort of).
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Oct 31, 2014, 01:29 AM
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yay(?)
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Oct 31, 2014, 01:35 AM
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Mysterious plans (we aren't supposed to know ;O )
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Arabic would be nice, given the number of players who speak it, but for obvious reasons it's very unlikely to happen anytime in the near future (going right to left, symbols that change appearance depending on preceding and following symbols, &c.). There are currently no known active Chinese JJ2 players, or any other players from the Asian countries that use their own alphabets, so while technically we probably wouldn't mind implementing the appropriate character sets, it's not a priority, and I doubt anybody would feel dedicated enough to draw them. Cyrillic makes none of those problems and will probably be the first distinct alphabet to be implemented, although it's hard to even estimate when that would be. Out of the other letters you mention, Đ was always available in JJ2, and the other three should make it in even before the Cyrillic. A problem we'll run into in all of the aforementioned cases is the Windows-1252 encoding used by JJ2, which UTF-8 is not compatible with, and which is basically not expansible. There will be multiple incompatibilities with the existing parts of code that do anything related to text, from obtaining input to displaying it on the screen, because everything in JJ2 assumes single-byte characters. Therefore, yes, we have extending the character set in plans, but it will involve much more work than just drawing the glyphs and most people appear to be doing fine without them, so it doesn't look urgent.
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Old Oct 31, 2014, 03:50 AM
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Quote:
Originally Posted by Sir Ementaler View Post
Cyrillic makes none of those problems and will probably be the first distinct alphabet to be implemented, although it's hard to even estimate when that would be. Out of the other letters you mention, Đ was always available in JJ2, and the other three should make it in even before the Cyrillic.
Then i think cyrillic (and any other alphabet) can wait. But in everyday conversations in JJ2, letters such as Ž,Ć, and Č are kinda needed. I'm sure the situation is similar in other laungages as well, some people here are quite tired of using C as Č or Ć. Same with Z and Ž.
Pardon again if this post is stupid :P
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Nov 2, 2014, 01:27 PM
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Did v5.0 appeared? z (A player of Jazz Jackrabbit 2 +) showed me this: http://postimg.org/image/6dr7tz351/

Note I am desperately searching for a download.
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No, that's fake.
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Originally Posted by IconGuy View Post
happy update anniversary
Well it rly should be out by now :P. Note that it's been 1 year since the last update has been released. Some people were even saying it was supposed to come out at july this year.
The main reason I'm waiting for it is the new method of posting ladder pics to jjnet
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Some people were even saying it was supposed to come out at july this year.
Well, I can tell you that we weren't planning on releasing it on July.

But yeah, it's taking long, and we don't like that either.
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I know I shouldn't bombard people with suggestions, but here's an idea I can't forget.

The morph crates always go Jazz->Spaz->Lori.

In addition to this, there could be crates that morph only to a specific character.

The crates could show the character's face to show who you are morphing into.
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Originally Posted by KRSplatinum View Post
I know I shouldn't bombard people with suggestions, but here's an idea I can't forget.

The morph crates always go Jazz->Spaz->Lori.

In addition to this, there could be crates that morph only to a specific character.

The crates could show the character's face to show who you are morphing into.
I guess the whole idea is that this suggestion is meant to be backwards compatible, but I'm not sure if it's practical, as non/old plussers wouldn't be able to see the new sprites, so they would likely freak out why they can't cycle characters.

Overall, it sounds like it would have a rather niche use (like tests where you have to hit a morph in the middle. It could probably help with making the jazzspaz test work in TSF, though it would require additional morphs or scripted morphs at warp targets.)

I don't reject the idea, just that it sounds low priority (I do a lot of the new in-game spritework.)

I think a character morph that would be more practical towards backwards compatiblity, is to have a spriteless one where you walk into it to morph (much like the frog morph, as long it isn't coop/sp only). And the number parameter effecting what character you'll change into. I suppose a bird one could be thrown in there too. But I'm no programmer, so maybe it's not possible.

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Originally Posted by Treylina View Post
That new morph box sprite looks SWEET
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Not to derail, but I can't seem to start my own thread. Can someone help me get online on OS X? I managed to get the game to run on Yosemite with wine. I believe I patched it correctly with wine but I'm not sure. I can't seem to get the online tools to work though. Any help is appreciated.
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Not to derail, but I can't seem to start my own thread. Can someone help me get online on OS X? I managed to get the game to run on Yosemite with wine. I believe I patched it correctly with wine but I'm not sure. I can't seem to get the online tools to work though. Any help is appreciated.
Just wait a day. Newly registered users can't make threads.

Sadly I can't help since I'm not a OS X user.
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Nov 22, 2014, 04:44 AM
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I have found a bug in jjDrawSprite and onDrawLayer. They won't draw anything from sets MENU and VINE or they just draw an exclamation mark from MENUFONT.
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I have found a bug in jjDrawSprite and onDrawLayer. They won't draw anything from sets MENU and VINE or they just draw an exclamation mark from MENUFONT.
Quote:
Originally Posted by Foly
When using drawSprite() from the canvas class or jjDrawSprite() the associated animation isn't loaded.
Quote:
Originally Posted by Violet CLM
This is semi-intentional in order to mirror MCE behavior. jjOBJ::draw is presented as a wrapper for jjDrawSprite, and jjOBJ::draw doesn't load sprites as witness MCEs, so neither does jjDrawSprite. This could certainly be changed without likely breaking any intentional scripting behavior, but I thought I might as well mention where it comes from.
Quote:
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There is [a way to programmatically load missing sprites]: determineCurAnim.
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Nov 23, 2014, 07:39 AM
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Ah, I see. So I have to create a custom object and use determineCurAnim to draw the desired sprite?
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No, you just have to load a sprite before drawing it. For example, the following code will, with no side effects, initially load the MENU set so that it can later be used in jjDrawSprite and jjCANVAS::drawSprite function calls:
Code:
void onLevelLoad() {
	jjObjects[0].determineCurAnim(ANIM::MENU, 0, false);
}
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Now I get it. Thanks for explaining it.
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Any more screenshots on jj2+ beta v5.0? As it is more than an year from the last update, it's sure a great update.
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Idk if this is possible to pull off, but, can you make 2 way tubes for JCS? Or is it atleast possible with angelscript?
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Jelly Jam: Yeah, that's no problem with AS. What you want to do is use jjParameterSet to set the X (or Y, depending) speeds of the sucker tube events to face whichever direction you need. So if you're on the left side of the tube, call a function to set the X speeds to positive; if you're on the right side, set them to negative.
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Originally Posted by Robo4900 View Post
What version of JJ2 are you running(1.00g, 1.00h, 1.10o, 1.21, 1.22, 1.23, 1.24, or one of the Xmas Editions?), when did you install it(Before any major changes on your PC?), what version of Windows are you running(If you're running it under another OS, please do specify), and does your version of JJ2 have any oddities(Weird box art, missing content, strange menus, weird glitches that only happen to you)?
Oh, I don't know why I didn't answer this!

+ I have 1.23, 1.24 TSF and 1.24 Xmas - I have all editions.
+ I installed it July 2013, I guess. But PC has no major changes - except 2 recovery processing.
+ I use Windows 8.1 Single Language.
+ No oddity. JJ2 works very well in all versions.

And so here it is, I still can't install JJ2+


I'm reading the post from here nowadays, and the news look like exciting. Wow!
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Oh, I don't know why I didn't answer this!

+ I have 1.23, 1.24 TSF and 1.24 Xmas - I have all editions.
+ I installed it July 2013, I guess. But PC has no major changes - except 2 recovery processing.
+ I use Windows 8.1 Single Language.
+ No oddity. JJ2 works very well in all versions.

And so here it is, I still can't install JJ2+


I'm reading the post from here nowadays, and the news look like exciting. Wow!
Okay, I'm going to ask more questions:

Did you extract all the plus files out of the Zip, and put them inside the corresponding JJ2 folder? This is essential. For convenience and making sure you don't miss anything, use Ctrl + A to copy all files.

After that, did you use plusifier? You also need this to make plus. It'll create jazz2+ exe. If you try to use plusifer when the plus contents aren't in the jj2 folder (and having the zip itself in the folder doesn't count, you have to extract it), it won't work.

I also advise getting the October 2013 version. It hotfixes some annoying bugs.

If you get the application error when opening JJ2+, that's a normal plus bug. There's a way to work around that.
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Originally Posted by Treylina View Post
Okay, I'm going to ask more questions:

Did you extract all the plus files out of the Zip, and put them inside the corresponding JJ2 folder? This is essential. For convenience and making sure you don't miss anything, use Ctrl + A to copy all files.

After that, did you use plusifier? You also need this to make plus. It'll create jazz2+ exe. If you try to use plusifer when the plus contents aren't in the jj2 folder (and having the zip itself in the folder doesn't count, you have to extract it), it won't work.

I also advise getting the October 2013 version. It hotfixes some annoying bugs.

If you get the application error when opening JJ2+, that's a normal plus bug. There's a way to work around that.
I can't install JJ2+ to my TSF and Xmas packs 'cause of LK Avalon edition.

And when I try to install 1.23, I got this:



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Are you sure that jazz2.exe is in the same folder as plusifier.exe? What is its filesize? Can you share a screenshot of its main menu?
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